humotion / src / server / eyelid_motion_generator.cpp @ 0c8d22a5
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/*
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* This file is part of humotion
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*
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* Copyright(c) sschulz <AT> techfak.uni-bielefeld.de
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* http://opensource.cit-ec.de/projects/humotion
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*
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* This file may be licensed under the terms of the
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* GNU Lesser General Public License Version 3 (the ``LGPL''),
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* or (at your option) any later version.
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*
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* Software distributed under the License is distributed
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* on an ``AS IS'' basis, WITHOUT WARRANTY OF ANY KIND, either
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* express or implied. See the LGPL for the specific language
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* governing rights and limitations.
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*
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* You should have received a copy of the LGPL along with this
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* program. If not, go to http://www.gnu.org/licenses/lgpl.html
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* or write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The development of this software was supported by the
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* Excellence Cluster EXC 277 Cognitive Interaction Technology.
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* The Excellence Cluster EXC 277 is a grant of the Deutsche
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* Forschungsgemeinschaft (DFG) in the context of the German
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* Excellence Initiative.
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*/
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#include "humotion/server/eyelid_motion_generator.h" |
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#include "humotion/server/server.h" |
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// using namespace boost;
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// using namespace std;
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// using namespace humotion;
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// using namespace humotion::server;
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using humotion::server::EyelidMotionGenerator;
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// saccade detection threshold in deg/s
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const float EyelidMotionGenerator::SACCADE_SPEED_THRESHOLD = 15.0; // deg/s |
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// eyeblink duration:
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const float EyelidMotionGenerator::EYEBLINK_DURATION_MS = 150.0; // ms |
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// periodic eyeblinks: every 2..10s:
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const float EyelidMotionGenerator::EYEBLINK_EYERY_MS_MIN = 2000.0; // ms |
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const float EyelidMotionGenerator::EYEBLINK_EYERY_MS_MAX = 10000.0; // ms |
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// how many seconds do we block further blinks after each eyeblink?
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const float EyelidMotionGenerator::EYEBLINK_BLOCKING_TIME = 1000.0; // ms |
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//! constructor
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EyelidMotionGenerator::EyelidMotionGenerator(JointInterface *j) : EyeMotionGenerator(j) { |
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saccade_blink_active = false;
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saccade_blink_requested = false;
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eyelid_closed[LEFT] = false;
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eyelid_closed[RIGHT] = false;
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eyeblink_blocked_timeout = boost::get_system_time(); |
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} |
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//! destructor
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EyelidMotionGenerator::~EyelidMotionGenerator() { |
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} |
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//! calculate joint targets
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//! \TODO: make up motion twice as slow as down motion
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void EyelidMotionGenerator::calculate_targets() {
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// printf("> humotion: calculating eyelid targets\n");
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// fetch current angles
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float eye_tilt_now = get_current_position(JointInterface::ID_EYES_BOTH_UD);
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// calculate left eyelid targets
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float eyelid_upper_left_target = eye_tilt_now + requested_gaze_state.eyelid_opening_upper;
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float eyelid_lower_left_target = eye_tilt_now - requested_gaze_state.eyelid_opening_lower;
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// calculate right eyelid targets
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float eyelid_upper_right_target = eye_tilt_now + requested_gaze_state.eyelid_opening_upper;
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float eyelid_lower_right_target = eye_tilt_now - requested_gaze_state.eyelid_opening_lower;
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// limit target angles
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eyelid_upper_left_target = limit_target(JointInterface::ID_EYES_LEFT_LID_UPPER, |
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eyelid_upper_left_target); |
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eyelid_lower_left_target = limit_target(JointInterface::ID_EYES_LEFT_LID_LOWER, |
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eyelid_lower_left_target); |
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eyelid_upper_right_target = limit_target(JointInterface::ID_EYES_RIGHT_LID_UPPER, |
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eyelid_upper_right_target); |
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eyelid_lower_right_target = limit_target(JointInterface::ID_EYES_RIGHT_LID_LOWER, |
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eyelid_lower_right_target); |
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// (temporarily) store the target
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joint_interface->set_target(JointInterface::ID_EYES_LEFT_LID_UPPER, |
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eyelid_upper_left_target, 0.0); |
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joint_interface->set_target(JointInterface::ID_EYES_LEFT_LID_LOWER, |
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eyelid_lower_left_target, 0.0); |
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joint_interface->set_target(JointInterface::ID_EYES_RIGHT_LID_UPPER, |
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eyelid_upper_right_target, 0.0); |
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joint_interface->set_target(JointInterface::ID_EYES_RIGHT_LID_LOWER, |
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eyelid_lower_right_target, 0.0); |
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// check for saccade
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check_for_saccade(); |
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// is there a blink request?
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start_external_eyeblinks(requested_gaze_state.eyeblink_request_left, |
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requested_gaze_state.eyeblink_request_right); |
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// do we have a saccade & do we want to exec an eyeblink?
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process_saccadic_eyeblinks(); |
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// execute for periodic eyeblinks every ? ms
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process_periodic_eyeblinks(); |
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// close eyes again after a given timeout
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handle_eyeblink_timeout(); |
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// eyeblinks override position target (if necessary)
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override_lids_for_eyeblink(); |
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} |
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//! process any external blink requests
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void EyelidMotionGenerator::start_external_eyeblinks(int duration_left, int duration_right) { |
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// manual eyeblinks will ALWAYs get executed as we use
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// a negative block timeout (=timeout has already passed)
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if ((duration_left != 0) || (duration_right != 0)) { |
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eyeblink_blocked_timeout = boost::get_system_time() - boost::posix_time::seconds(100);
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} |
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if (duration_left == 0) { |
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// nothing to do
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} else if (duration_left < 0) { |
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// infinite sleep -> close
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eyelid_closed[LEFT] = true;
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} else {
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// timeout sleep
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start_eyeblink(LEFT, duration_left); |
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eyelid_closed[LEFT] = false;
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} |
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if (duration_right == 0) { |
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// nothing to do
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} else if (duration_right < 0) { |
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// infinite sleep -> close
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eyelid_closed[RIGHT] = true;
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} else {
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// timeout sleep
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start_eyeblink(RIGHT, duration_right); |
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eyelid_closed[RIGHT] = false;
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} |
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} |
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//! process saccadic blink requests
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//! -> when we do a saccade, the chances to blink are much higher
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void EyelidMotionGenerator::process_saccadic_eyeblinks() {
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if (saccade_blink_requested) {
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// every n-th's saccade requests an eyeblink
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// here: use 0.3 even though humans use bigger prob value (but that looks stupid on robot)
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if ((std::rand()%3) == 0) { |
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// printf("> saccadic eyeblink:\n");
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start_eyeblink(LEFT); |
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start_eyeblink(RIGHT); |
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} |
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saccade_blink_requested = false;
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} |
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} |
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//! process periodic blink requests
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//! -> we want to have an eyeblink every n...m seconds
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void EyelidMotionGenerator::process_periodic_eyeblinks() {
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if (eyeblink_active[LEFT] || eyeblink_active[RIGHT]) {
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// calculate next timeout for a new periodic eyeblink
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int milliseconds_to_next_blink = EYEBLINK_EYERY_MS_MIN
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+ (std::rand() % static_cast<int>(EYEBLINK_EYERY_MS_MAX-EYEBLINK_EYERY_MS_MIN)); |
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periodic_blink_start_time = boost::get_system_time() |
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+ boost::posix_time::milliseconds(milliseconds_to_next_blink); |
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} |
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if (boost::get_system_time() > periodic_blink_start_time) {
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// printf("> periodic eyeblink:\n");
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start_eyeblink(LEFT); |
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start_eyeblink(RIGHT); |
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} |
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} |
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//! handle eyeblink timeouts.
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//! this function will actually re-open the eyes after a predefined time
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void EyelidMotionGenerator::handle_eyeblink_timeout() {
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boost::system_time now = boost::get_system_time(); |
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// take care of re-opening eye timeout
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for (int i=LEFT; i <= RIGHT; i++) { |
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if (eyeblink_active[i]) {
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if (now >= eyeblink_timeout[i]) {
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eyeblink_active[i] = false;
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} |
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} |
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} |
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// take care of blocking time
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if (eyeblink_active[LEFT] || eyeblink_active[RIGHT]) {
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eyeblink_blocked_timeout = boost::get_system_time() |
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+ boost::posix_time::milliseconds(EYEBLINK_BLOCKING_TIME); |
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} |
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} |
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//! override eyelid positions
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//! this will override (=close) the eyelids for all possible eyeblink requests
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void EyelidMotionGenerator::override_lids_for_eyeblink() {
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// close the requested eyelids
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if (eyeblink_active[LEFT] || eyelid_closed[LEFT]) {
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close_eyelid(JointInterface::ID_EYES_LEFT_LID_UPPER); |
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close_eyelid(JointInterface::ID_EYES_LEFT_LID_LOWER); |
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} |
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if (eyeblink_active[RIGHT] || eyelid_closed[RIGHT]) {
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close_eyelid(JointInterface::ID_EYES_RIGHT_LID_UPPER); |
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close_eyelid(JointInterface::ID_EYES_RIGHT_LID_LOWER); |
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} |
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} |
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//! overwrite the intermediate target to close the given eyelid:
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void EyelidMotionGenerator::close_eyelid(int joint_id) { |
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float value = 0.0; |
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// set upper to minimal allowed value (=as closed as possible) + a small offset
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// set lower to the same value (instead of max) in order to avoid collisions
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switch (joint_id) {
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default:
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// no eyelid -> return
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return;
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case(JointInterface::ID_EYES_LEFT_LID_UPPER):
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case(JointInterface::ID_EYES_LEFT_LID_LOWER):
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// use the upper value + 10 deg as close state:
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value = joint_interface->get_joint_min(JointInterface::ID_EYES_LEFT_LID_UPPER) + 10.0; |
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// overwrite last target_
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joint_interface->set_target(joint_id, value, 0.0); |
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break;
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case(JointInterface::ID_EYES_RIGHT_LID_UPPER):
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case(JointInterface::ID_EYES_RIGHT_LID_LOWER):
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// use the upper value + 10 deg as close state:
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value = joint_interface->get_joint_min(JointInterface::ID_EYES_RIGHT_LID_UPPER) + 10.0; |
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// overwrite last target_
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joint_interface->set_target(joint_id, value, 0.0); |
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break;
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} |
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} |
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//! start an eyeblink request
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//! this will actually set a flag and a timeout for reopening the given eyelid pair again
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//! \param int id of side (LEFT or RIGHT)
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void EyelidMotionGenerator::start_eyeblink(int side, int duration) { |
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// cout << "BLOCKED UNTIL " << eyeblink_blocked_timeout << "\n";
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if (boost::get_system_time() < eyeblink_blocked_timeout) {
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// return if we are still in the block time
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return;
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} |
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// request for n ms eyeblink:
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eyeblink_timeout[side] = boost::get_system_time() + boost::posix_time::milliseconds(duration); |
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eyeblink_active[side] = true;
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} |
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//! check if there is an ongoing saccade:
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void EyelidMotionGenerator::check_for_saccade() {
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if (get_eye_saccade_active()) {
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// this is a saccade, check if not already in saccade:
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if (!saccade_blink_active) {
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// this is a new saccade! restart blink timer
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saccade_blink_requested = true;
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saccade_blink_active = true;
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} |
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} else {
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saccade_blink_active = false;
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} |
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} |
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//! publish targets to motor boards:
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void EyelidMotionGenerator::publish_targets() {
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// publish values if there is an active gaze input within the last timerange
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if (gaze_target_input_active()) {
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joint_interface->publish_target(JointInterface::ID_EYES_LEFT_LID_UPPER); |
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joint_interface->publish_target(JointInterface::ID_EYES_LEFT_LID_LOWER); |
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joint_interface->publish_target(JointInterface::ID_EYES_RIGHT_LID_UPPER); |
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joint_interface->publish_target(JointInterface::ID_EYES_RIGHT_LID_LOWER); |
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} |
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} |